//******************************************************************************
/**
 *
 * @file	field_effect_data.c
 * @brief	フィールドエフェクト用データ定義
 * @author	kagaya
 * @data	05.07.13
 *
 */
//******************************************************************************
#include "common.h"
#include "fieldsys.h"
#include "field_effect.h"
#include "fldeff_fldrobj.h"

//==============================================================================
//	フィールドエフェクト　関数登録
//==============================================================================
//--------------------------------------------------------------
///	フィールドエフェクト　初期化、削除関数登録　並びは不順>ヘッダーと同じにした
//--------------------------------------------------------------
const FE_SUBPROC_DATA DATA_FE_SubProcDataTbl[FE_PROC_MAX+1] =
{
	{FE_FLD_SHADOW,FE_Shadow_Init,FE_Shadow_Delete},
	{FE_FLD_REFLECT,FE_Reflect_Init,FE_Reflect_Delete},
	{FE_FLD_FOOTMARK,FE_FootMark_Init,FE_FootMark_Delete},
	{FE_FLD_ARROW,FE_Arrow_Init,FE_Arrow_Delete},
	{FE_FLD_NAMIPOKE,FE_NamiPoke_Init,FE_NamiPoke_Delete},
	{FE_FLD_ROCKRIDE,FE_RockRide_Init,FE_RockRide_Delete},
	{FE_FLD_RIPPLE,FE_Ripple_Init,FE_Ripple_Delete},
	{FE_FLD_NRIPPLE,FE_NRipple_Init,FE_NRipple_Delete},
	{FE_FLD_GRASS,FE_Grass_Init,FE_Grass_Delete},
	{FE_FLD_GYOE,FE_Gyoe_Init,FE_Gyoe_Delete},
	{FE_FLD_SPLASH,FE_Splash_Init,FE_Splash_Delete},
	{FE_FLD_KEMURI,FE_Kemuri_Init,FE_Kemuri_Delete},
	{FE_FLD_LGRASS,FE_LGrass_Init,FE_LGrass_Delete},
	{FE_FLD_NGRASS,FE_NGrass_Init,FE_NGrass_Delete},
	{FE_FLD_HIDE,FE_Hide_Init,FE_Hide_Delete},
	{FE_FLD_HKEMURI,FE_HKemuri_Init,FE_HKemuri_Delete},
	{FE_FLD_SEED_EFF,FE_SeedEff_Init,FE_SeedEff_Delete},

	{FE_FLD_MBIO,FE_MB_IO_Init,FE_MB_IO_Delete},
	{FE_FLD_P_BALLON,FE_PokeBallon_Init,FE_PokeBallon_Delete},
	{FE_FLD_FLASH,FE_Flash_Init,FE_Flash_Delete},
	{FE_FLD_FLDROBJ,FE_FldROBJ_Init,FE_FldROBJ_Delete},
	{FE_UG_REDFRAME,FE_RedFrame_Init,FE_RedFrame_Delete},

	{FE_FLD_FCHG,FE_FChg_Init,FE_FChg_Delete},

	{FE_PROC_MAX,NULL,NULL},	///< 終端
};

//--------------------------------------------------------------
///	フィールドエフェクト　全エフェクト登録用データテーブル（地上用）
//--------------------------------------------------------------
const u32 DATA_FE_GroundProcRegistTbl[FE_PROC_MAX+1] =
{
	FE_FLD_FLDROBJ,
//	FE_FLD_BOARD,			//金銀で削除
	FE_FLD_FLASH,
	FE_FLD_MBIO,
	FE_FLD_REFLECT,
	FE_FLD_SEED_EFF,
	FE_FLD_ROCKRIDE,
	FE_FLD_FCHG,
	FE_FLD_GRASS,		//fe_VIntrTCB
	FE_FLD_GYOE,		//fe_VIntrTCB
	FE_FLD_SPLASH,		//fe_VIntrTCB
	FE_FLD_KEMURI,		//fe_VIntrTCB
	FE_FLD_LGRASS,		//fe_VIntrTCB
	FE_FLD_NGRASS,		//fe_VIntrTCB
	FE_FLD_HKEMURI,		//fe_VIntrTCB
	FE_FLD_P_BALLON,	//fe_VIntrTCB

	FE_FLD_SHADOW,		//Ｖタスク
	FE_FLD_FOOTMARK,	//Ｖタスク
	FE_FLD_ARROW,		//Ｖタスク
	FE_FLD_NAMIPOKE,	//Ｖタスク
	FE_FLD_HIDE,		//Ｖタスク
	FE_FLD_RIPPLE,		//Ｖタスク
	FE_FLD_NRIPPLE,		//Ｖタスク
	FE_UG_REDFRAME, 	//Ｖタスク

	FE_PROC_MAX, //終端
};
